The Artist Formerly wrote:eliakon wrote:The Artist Formerly wrote:eliakon wrote: Okay...so lets look first at Surprise
-If you bought Danger Sense super power you can not be caught by surprise (it says so in the text) so they obviously never get flat footed....because it explicitly says the do not.
-If you bought Heightened Sense of Awareness you "can not usually be caught by surprise" ...so they CAN be caught flat footed.
-And as BOTH of these specifically talk about surprise it follows that Sixth Sense does not negate surprise as if it did, that would have to be included in the power description, and it is not. Also known as abilities only grant you the abilities listed and not any additional ones.
Lesson here seems to be "if you want to never be flat footed, then take Danger Sense as it is the only power that says that it prevents being flat footed."
Now lets look at Ricochet.
The shot says 'can not be dodged or parried' which seems pretty clear...unless something says that it DOES allow a dodge or parry against all attacks....it doesn't.
Since there are AFAIK no super powers or psionics that say this, then there is nothing that can be selected with the expectation of getting this ability.
You're not wrong.
But you not right either. That literal reading damages play. If the PC is going to blow a power selection rather then just something that lets them soak damage or push damage out put, a GM has to pay it off. This is a very limited use of an ability, so it's not a big give. Making sure a player feels like that's a power well spent, very valuable.
How does it damage play to make a person play with the actual written stats of the powers they picked rather than what they would like that power to do?
I mean sure the GM can always house rule things to be whatever they like, but the actual written powers seem to have been specifically designed a certain way, to do a specific certain thing. This is why they address stuff like Surprise in each power and carefully spell out how it works...because the power was intended to do a certain thing and not do other things.
I mean look at Heightened Sense of Awareness Vs. Danger Sense.
Danger Sense makes you immune to surprise, but Heightened Sense of Awareness provides an Autododge. Totally different bonuses for the same 'combat sense'
Sixth Sense can be taken by almost any sensitive and makes them very hard to kill with traps or tricks, and gives them a chance to react to many things before they should know about it....but it is a minor psionic power not a super psionic power, which is why it is not an Infallible Shield Against All Surprise and Danger
Fair questions.
Ask yourself, in play what is the point of a power? How often does the player get to use it? What steps can you the GM take to validate that selection? What can I do to make the play who picked that power feel like s/he's shining center stage?
Never flat footed. How frequently do you as the GM use ambush style attacks, vs sneak attacks? To my experience, a good ambush requires set up on the part of the bad guys, set up the PCs could well detect with a detect ambush skill check. It's complex, and requires everything to be just so. Sneak attacks tend to be situational just require the baddies realizing that the good guys have a vulnerability and look to exploit those openings. During the course of play, the players will seek to close those openings down. That is to say, they'll get better at not getting caught flat footed. So their active play will discourage that, separate from powers. So we have combat format that's not going to be used in every combat format, something that can be reduced down through the use of skill selection, and active play is reducing the opportunities for such tricks. So why take one of those powers?
A subset of the above and good demonstration is the static trap. Poison dart flying out of the wall, explosives sections of floor, a giant bolder that chases you or spring loaded blades in a wall, these set ups require a bunch of set up on the part of the villains and don't pay out too well in a world in which people can turn into air, fly, teleport or walk through walls. And that's provided they aren't just flat out immune to the effects of the trap. In D&D a trap might have some function, in Heroes Unlimited, it's questionable without the GM using it as a plot point.
How often does this get used? A power that sits on a character sheet and doesn't get used is by definition, useless. Situational powers are already several steps behind something that's always going to pay off. These types of powers tend to go into themed builds. If the player starts to feel like his themed power set isn't as good a build as the guy who just went for the straight combat god, they get frustrated. As the GM we need to put this power center stage.
How does the GM validate this selection? As I've been pointing out, a player can take these niche powers, or they can take something that just gives them an AR and SDC bump. Under the rules reading (which is legit) you gave out, harden skin pays out much better then heightened awareness. Consider these statements: 1)So this guy is shooting at me from behind cover, and there isn't anything my heightened awareness can do about it. I'll just have to soak it. 2)So this guy is shooting at me from behind cover, but he still has to beat my NAR, and I have a bunch of SDC to soak the damage that does get through from hardened skin.
How do you help the character shine? This is really the crux of the trouble. As the GM you need to validate that power selection. Not all psionics, minor powers or major powers are equal. Or even kind of equal. Or even in the same state as equal. Sometimes not even on the same continent as equal. But the GM has to build that illusion or player builds will tend towards what's the most useful. Yes heightened awareness gives you autododge, but EX:PP gives you better autododge. That is to say, you have to build the idea of equality in a game about being far more then most everyone else.
Yeah, I know.
How do you do that? Little gives. Like never being flatfooted. I'm the GM, and I have ten billion and six ways to either inflict damage on the PCs or just straight up kill the characters should I so choose. This doesn't cost me anything.
I guess I am just used to playing in games where characters picked their powers and abilities because they fit the concept of the character they were making, and not to maximize their combat potential that I don't consider trying to make every power equally useful in straight up fights.
If you want to get a combat sense power there are several options if you DON'T want combat sense and instead want something like more armor then pick an armor power, if you want autododge pick a power for autododge. If you want a whole bunch of powers for one choice ask the GM if you can make a new major power or something. What ever you do as a player though don't whine to the GM that you cant take one power and also get portions of another couple powers. Because seriously not all powers SHOULD be equally useful in every situation.
And as for questions of 'how to use powers' or 'how to run battles' that is so utterly far into the Individual GM/Player Game Style area that you can't see it from the rule book.
If a group is running games where they are constantly getting ambushed and caught flat footed it suggests to me that the intent of that particular game is to actually have ambushes and flat footing. So why would I go and say "well this campaign has this theme...but tell you what if you take this power I will toss in Immunity To Campaign Problem for free"
Validating powers is a GM job yes. But that doesn't mean that powers that are situational should be given MORE power just so that they can be more valuable. It means that the GM just has more work to make those powers/players have situations where their powers are useful (this is seen in the comic books all the time. Where no matter what the power set of a hero/group the problem can always be solved by them and doesn't require other powers that they don't have....and how even the most useless seeming power will save the day every so often)
In short no, I don't see any reason why a person that deliberately takes Heightened Sense of Awareness should get all of its bonuses PLUS the perk of the guy who took Danger Sense. If he wants Danger Sense's perk than take that power as well as Heightened Sense of Awareness. But if they take a bunch of sensory powers then chances are they are not going to have the selections to also take a bunch of physical boosts....such is life not every super hero can have every power. They have to pick and choose which ones they want.
If a group doesn't like the Palladium system of doing things they can change the system for their table, or they can use a different system that allows them to build the heroes they want.....but I can literally see no good reason to assume that the RAW should be ignored simply because some players want to get a second power for free.